Golf board game

ABSTRACT

A golf board game for at least two players that simulates the strategies, probabilities, disasters, and accomplishments of a real game of golf. A board depicting a golf course is superimposed with a grid of squares. Cards are dealt or drawn from a card deck that includes club cards representing different golf clubs and their distances and deviations, flog cards representing misfortunes common in a game of golf, and zone and improvement cards to correct bad shots or improve good ones. An aiming marker is used to select an aiming channel, and a shot is taken after selecting a particular club card. The shot may be improved via an improvement or a zone card, or negatively affected via a flog card. The shot may also be affected by the terrain in which the ball lands. A hazards and predicaments card indicates the consequences of landing on particular terrains.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional Application No. 60/559,827, filed on Apr. 6, 2004, the content of which is incorporated herein by reference.

BACKGROUND OF THE INVENTION

Golf aficionados tend to spend a lot of their free time playing golf. However, certain conditions, such as the weather, one's physical condition, and the like, prevent them from enjoying this sport as much as they would like. Accordingly, what is desired is a golf board game that simulates a real golf game, but may be played despite the weather and other hindering conditions.

SUMMARY OF THE INVENTION

The present invention is directed to a golf board game for at least two players that simulates the strategies, probabilities, disasters, and accomplishments of a real game of golf.

According to one embodiment, the present invention is directed to a golf board game that includes a playing surface that depicts a golf course. The game also includes a plurality of club cards where each club card is associated with a particular type of golf club, and which indicates a plurality of distance measurements and a plurality of deviation measurements. Also included in the game are first and second random number generators. The first random number generator generates a first random number and identifies one of the plurality of distance measurements indicated on a selected club card based on the generated first random number. The second random number generator generates a second random number and identifies one of the plurality of deviation measurements indicated on the selected club card based on the generated second random number. In addition to the above, the game also includes a game piece associated with a player which is moved and positioned on the playing surface in accordance with the identified distance and deviation measurements.

According to one embodiment, the playing surface depicts a grid of squares superimposed on at least a portion of the playing surface. Each square represents a particular distance amount, and the game piece is moved and positioned on one of the squares based on the distance and deviation measurements.

According to one embodiment, the playing surface includes a golf green visually depicting a first tier associated with a first set of squares, a second tier associated with a second set of squares, and a third tier associated with a third set of squares. The game piece that is positioned on the first tier gives the player a first type of odds of a one-putt, the game piece that is positioned on the second tier gives the player a second type of odds of a one-putt, and the game piece that is positioned on the third tier gives the player a third type of odds of a one-putt.

According to one embodiment, the golf board game further includes an aiming device adapted to select a grid channel relative to a current position of the game piece. The distance is measured down the selected grid channel and the deviation is measured from an ending distance position.

According to one embodiment, each club card further indicates a plurality of swing types where each swing type is associated with a different range of distance and deviation measurements. The range of distance and deviation measurements for the plurality of swing types may be visually distinguished from one another to allow a player to quickly determine the range.

According to one embodiment, the golf board game may also include improvement cards, zone cards, and/or flog cards. Each improvement card depicts an event or a device applied in a real game of golf for improving a shot, each zone card depicts a good fortune encountered during a real game of golf for improving a shot, and each flog card depicts a misfortune encountered during a real game of golf that affects a shot.

According to one embodiment, the golf board game further includes a hazards and predicaments card indicating a plurality of terrains depicted on the playing surface. For each of the plurality of terrains, the hazards and predicaments card indicates a consequence for landing on the terrain.

According to another embodiment, the present invention is also directed to a method for playing a golf board game with two or more players, the golf game including a playing surface depicting a golf course, a stack of game cards, and a game piece associated with a player. The method for playing the game includes: dealing a first set of cards from the stack of game cards to a first player, the first set of cards including a club card associated with a particular type of golf club and indicating a plurality of distance measurements and a plurality of deviation measurements; dealing a second set of cards from the stack of game cards to a second player; declaring by the first player the club card to be played; randomly generating, by the first player, a first and second number; identifying for the first player one of the plurality of distance measurements indicated on the selected club card based on the generated first random number; identifying for the first player one of the plurality of deviation measurements indicated on the selected club card based on the generated second random number; and moving and positioning the game piece on the playing surface in accordance with the identified distance and deviation measurements.

According to one embodiment, the second set of cards includes a flog card that depicts a particular misfortune encountered during a real game of golf. The method according to this embodiment includes selecting by the second player the flog card from the second set of cards; applying the flog card to the first player; and modifying the distance or deviation measurement identified for the first player by an amount indicated on the flog card.

According to one embodiment, the first set of cards includes an improvement card that depicts an event or a device applied in a real game of golf for improving a shot. The method according to this embodiment includes selecting by the first player the improvement card from the first set of cards; and modifying the generated first or second random number by an amount indicated by the selected improvement card. The improvement card may be used to improve a shot modified by the flog card.

According to one embodiment, the first set of cards includes a zone card depicting a particular good fortune encountered during a real game of golf. The method according to this embodiment includes selecting by the first player the zone card from the first set of cards; and modifying the distance or deviation measurement identified for the first player by an amount indicated on the zone card.

According to one embodiment, the playing surface depicts a grid of squares superimposed on at least a portion of the playing surface. The method according to this embodiment includes selecting a particular grid channel relative to a current position of the game piece; and placing an aiming marker on the grid channel, wherein the distance is measured down the selected grid channel and the deviation is measured from an ending distance position.

According to one embodiment, the club card further indicates a plurality of swing types where each swing type is associated with a different range of distance and deviation measurements. According to this embodiment, the method further includes declaring by the first player a particular swing type indicated on the club card; and identifying one of the plurality of distance and deviation measurements associated with the declared swing type based on the generated first and second random numbers.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A is an illustration of a portion of a game board for playing a golf board game according to one embodiment of the invention;

FIG. 1B is an illustration of a portion of the game board of FIG. 1A that depicts a green according to one embodiment of the invention;

FIGS. 2A-2M are illustrations of different club cards that may be played by a player to take a shot according to one embodiment of the invention;

FIGS. 3A-3E are illustrations of different flog cards that may affect a shot according to one embodiment of the invention;

FIGS. 4A-4D are illustrations of different zone cards that depict particular good fortunes that the player may encounter due to the player being “in the zone” according to one embodiment of the invention;

FIGS. 5A-5C are illustrations of different improvement cards that may be used to adjust one's die rolls to eliminate worst-case scenarios according to one embodiment of the invention;

FIG. 6 illustrates a hazards and predicaments card available to any player for determining a consequence for having landed on a hazard or penalty square according to one embodiment of the invention;

FIG. 7 illustrates a board symbols card providing quick reference to a player as to the various symbols depicted on the board of FIG. 1A according to one embodiment of the invention;

FIG. 8 illustrates a mulligan card according to one embodiment of the invention;

FIG. 9 is an illustration of a putter card according to one embodiment of the invention;

FIG. 10 is an illustration of an aiming marker used for aiming a shot according to one embodiment of the invention; and

FIG. 11 is an illustration of a portion of the board of FIG. 1A that depicts various aiming channels that may be pointed by the aiming marker of FIG. 10 according to one embodiment of the invention.

DETAILED DESCRIPTION

The various embodiments of the present invention are directed to a golf board game where one of the goals of the game, like the game of golf, is to get from a tee box to a hole, in as few strokes as possible. The golf board game may be played by two or more players using a golf board, a set of club cards, a pair of dice or some other random number generator, player markers, and an aiming device.

According to one embodiment of the invention, the board game incorporates various features that add realism to the game. For example, as in a real game of golf, the player analyzes the course and determines the yardage needed to reach the intended target. An appropriate club card is selected based on this determination. The player then aims and takes a shot towards the aimed direction. The aiming may be achieved via an aiming marker which allows the player to select an aiming channel. The shot is taken by rolling distance and deviation dice, and moving a game piece a particular distance and deviation amount as selected by the dice roll from various distance and deviation measurements listed on the club card that is used to make the shot.

The game also emulates different improvements, good fortunes, and disasters that may be encountered in a real game of golf. For example, the game provides various improvement cards, such as, for example, new clubs, lessons, and practice cards, that may be played to improve one's game. Zone cards are also provided which depict particular good fortunes that the player may encounter due to the player being “in the zone.” A mulligan (also referred to as a mullie) card allows the player to replay the shot with the same club.

The game also provides disaster cards to emulate the disaster that may be encountered during the game, such as, for example, a slice shot, hook shot, fat shot, skulled shot, and wind. The disaster cards may be played on an opponent to ruin his shot just like in a real game of golf. The board also depicts different types of terrains on which a ball may land, and presents consequences via hazards and predicaments cards for landing on such a terrain.

According to one embodiment of the invention, the golf board game may be played in a first mode of play, referred to as a flog play mode, or in a second, simplified mode of play, referred to as a flog golf play mode. In the flog play mode, several cards, such as, for example, six, are dealt to each player from a deck of cards, and the remainder of the deck set aside for the players to draw from. Players take turns drawing, discarding, or playing cards to hit shots, to affect the shots of others, or to improve their own shots. Game pieces are moved down the fairway depicted on the game board according to yardages and deviations determined by dice rolls and the cards that are being played, along a grid superimposed on the course. Scores are kept just as they are in golf. All strokes, including putts, are added together for each hole. A current play continues until the draw pile is exhausted, whereupon the cards are reshuffled. The play resumes with the reshuffled cards until one player completes the last hole and the game stops.

A player of the flog game also seeks to complete the course before his opponents. Penalties are awarded to those who do not finish the course, and the scores are totaled for determining a winner.

In the flog golf play mode, instead of only dealing six cards to each player, which may or may not include any club cards, each player is given a full set of club cards from which the player may choose from in making a shot. The balls are moved down the fairway as in the flog play mode. However, unlike the flog play mode, improvement, flog, and/or hazards and predicaments cards are optional. These may be introduced one by one, or not at all, depending on the level of complexity desired for the game. Furthermore, in the flog golf play mode, all players may finish the game normally as in a real game of golf, or end it as in the flog play mode. Scores are then tallied and the winner is determined.

FIG. 1A is an illustration of a portion of the game board 10 for playing the golf board game according to one embodiment of the invention. The illustrated game board provides a graphic representation of a typical golf course from a bird's eye view, with a curvilinear layout that mimics the paths to the holes in a real golf course. According to another embodiment of the invention, the golf board may incorporate other audio and/or visual elements to depict the golf course or game, such as, for example, three-dimensional elements.

According to one embodiment of the invention, a grid of squares 12 is superimposed on the golf course. Each grid square 12 may represent, for example, a distance of ten yards. The horizontal playing area for each hole is about 12 to 14 squares, that is, 120 to 140 yards, and the vertical playing area is anywhere from 160 to 540 yards.

According to one embodiment, the board 10 depicts various types of terrains that may be encountered in a real golf course, such as, for example, fairways 14, roughs 16, deep roughs 18, sand 20, lake 22, streams 24, and trees 26. A person of skill in the art should recognize that other types of terrains may also be represented on the board, such as, for example, high grass, wild grass, gorse, weeds, shrubs, pine needles, mud, weeds, and the like. According to one embodiment, the different types of terrains are visually depicted on the board via realistic colors, pictures, or drawings that allow a player to quickly determine the terrain on which a playing piece has landed.

As in a real golf game, landing on a grid square superimposed over a particular terrain may have an effect on the player's game. For example, landing on a square superimposed over a deep rough 18, sand 20, amongst trees 26, or in water 22, 24 may cause the player's current landing point following a shot to be adjusted. The penalties are roughly based on actual statistical consequences of hitting from those terrains. For example, a shot out of the deep rough 18 may cause the shot to be decreased by 20 to 50 yards. The consequences of landing in the different types of terrains are provided in a hazards and predicaments card.

According to one embodiment of the invention, the portion of the game board that depicts a green 28 is divided into three tiers: farthest to the pin 30, closer to the pin 32, and closest to the pin 34. FIG. 1B is a more detailed illustration of the green that more clearly identifies the three tiers. Each tier is represented by a particular identifier, such as, for example, a different shade of green, for allowing a player to easily identify the tier in which he or she has landed. In the illustrated embodiment, the green is also illustrated with express tier numbers where tier 1 is the tier closest to the pin 34, tier 2 is the tier closer to the pin 32, and tier 3 is the tier farthest from the pin 30. As in the real game of golf, the tier closest to the pin 34 provides the greatest chance of a one-putt, while the tier farthest to the pin 30 provides the least chance of a one-putt.

According to one embodiment of the invention, the board 10 also provides various specially marked grid squares. A shot that lands on a specially marked grid square invokes a particular consequence on the player's game. For example, the board includes penalty squares that impose different types of penalties, and reward squares that impose different types of rewards. An exemplary penalty square includes, for example, a lost ball square which is marked by a lost ball symbol 36. Landing on the lost ball square causes the player to take a one stroke penalty hit from the same spot according to the terrain it is in. Other penalty squares may also be marked to depict bad lies, buried lies, unplayable lies, out-of-bounds, ground-under-repair, and the like.

An exemplary reward square includes, for example, a free turn square which is marked by a free turn symbol 38 indicating that landing on the square allows the player to immediately go again. One-putt and two-putt squares marked by one-putt 40 and two-putt symbols 42 indicate that landing on the square gives the player an automatic one-putt or two-putt, and causes the player to move on to the next hole. The board also includes squares with an “up and down” shot symbol 44 that, if landed upon, causes the player to automatically complete the hole with two strokes and then move on to the next hole. Other rewards squares may also be marked to depict a free lift, free shot, free mulligan, and the like.

In addition to the above, the board 10 further includes roll or bounce arrows 46 sprinkled throughout the course. Landing on a square marked with a roll or bounce arrow causes the ball to move one square in the direction indicated by the arrow and then stop. Adjacent roll arrows cause the ball to roll more than one square. This may or may not be beneficial depending on whether the roll or bounce places the ball closer to the pin, or in a bad terrain such as, for example, a deep rough.

The board 10 further includes other symbols such as, for example, drop zone symbols 48 that indicate a drop zone and yardage numbers 50 that indicate a distance from the tee. Specially colored yardage markers 52 a, 52 b, 52 c measure the distance to the pin, allowing a player to quickly make this determination without having to count the individual squares.

FIGS. 2A-8C are illustrations of the types of cards in a card deck for playing the board game according to one embodiment of the invention. According to one embodiment of the invention, the card deck includes 78 playing cards which includes 44 club cards (4 of each kind), 15 flog cards (3 of each kind), 4 zone cards, 12 improvement cards (4 of each kind), 1 mulligan card, 1 hazards and predicaments card, and 1 putter card. A person of skill in the art will recognize that the number of cards may vary to adjust, for example, to the number of players involved.

FIGS. 2A-2M are illustrations of different club cards that may be played by a player according to one embodiment of the invention. The club cards include a Driver (FIG. 2A), 3 wood (FIG. 2B), 5 wood (FIG. 2C), 3 iron (FIG. 2D), 4 iron (FIG. 2E), 5 iron (FIG. 2F), 6 iron (FIG. 2G), 7 iron (FIG. 2H), 8 iron (FIG. 2I), 9 iron (FIG. 2J), lob wedge (FIG. 2K), pitching wedge (FIG. 2L), and sand wedge (FIG. 2M). Other types of club cards may also be included, such as, for example, cards that represent a spoon, 2 wood, 7 wood, 9 wood, 2 iron, gap wedge, or the like.

According to one embodiment of the invention, each club card, such as, for example, the 6 iron card of FIG. 2G, includes a table 200 that indicates a distance 202 and deviation 204 for each of eight possible distance die rolls 206 for different types of swings 208, such as, for example, a full strength swing, ¾ (smooth) swing, and/or chip swing. With respect to the distance measurements, these measurements decrease as the roll number increases. With respect to the deviation measurements, these measurements indicate a left side (hooked) shot for deviation die rolls 1-4, and a right side (sliced) shot for deviation die rolls 5-8. The deviations are measured from right to left across the fairway.

According to one embodiment, the distance and deviation numbers are based on statistical data that realistically portrays the range of yardage and deviations based on reasonably competent golf swings. For example, the numbers are based on realistic statistical shot information that longer clubs may cause more deviation than shorter clubs, that smooth shots have shorter distance but are more accurate (i.e. have less deviation potential), full shots have longer distance but are less accurate (i.e. have more deviation potential), and that chip shots are the shortest but the most accurate (i.e. have the least deviation potential).

The deviation potential for each type of swing is marked via a different color that provides to the player a quick, visual indication of the range of deviations involved. For example, a full shot is marked with a first color (e.g. yellow) which is also used to highlight die roll numbers 1 and 8 to indicate that it includes all eight deviation possibilities. A 3/4 shot is marked with a second color (e.g. green) which is also used to highlight die roll numbers 2 through 7 to indicate that it includes all deviation possibilities except for the two widest deviations (i.e. rolls 1 and 8). Therefore, a die roll number 1 would cause a deviation of −3 for a 3/4 shot using the 6 iron instead of a deviation of −5. A chip shot is marked with a third color (e.g. blue) which is also used to highlight die roll numbers 3 and 6 and thereby eliminates the four widest deviations (i.e. rolls 1, 2, 7, and 8).

According to one embodiment of the invention, a player is limited to using the club cards that are randomly dealt to him/her prior to start of the game along with an assortment of other cards, or blindly drawn from a draw pile during the game. According to another embodiment of the invention, each player has access to a full set of club cards at all times. In either scenario, the player designates a particular club card prior to making a shot. A shot is then made by taking aim via an aiming marker and concurrently rolling a distance die and a deviation die. Distance and deviation measurements corresponding to the rolled numbers are then identified from the chart provided in designated club card.

FIGS. 3A-3E are illustrations of different flog cards that may affect a shot according to one embodiment of the invention. The flog cards represent some of the annoying challenges that may be encountered during a real game of golf. For example, the flog cards may represent a sliced shot (FIG. 3A), a hooked shot (FIG. 3B), wind (FIG. 3C), fat shot (FIG. 3D), and a skulled shot (FIG. 3E). Other flog cards may also be included to represent other types of predicaments, such as, for example, a thin shot, an air ball, a skyball, a fade, a draw, a chunk, or the like.

According to one embodiment of the invention, each flog card, such as, for example, the sliced shot card of FIG. 3A includes a table 300 that indicates the penalties 302 for each of eight possible die rolls 304 for different types of swings 306. The penalties are aimed reflect the real penalties that may be provided in a real game of golf. For example, sliced and hooked shot cards (FIGS. 3A-3B) cause a deviation from 5 to 8 squares to the right or left, and replace the deviation tables on the club cards.

The fat and skulled shot cards penalize the completed results of the distance roll. Specifically, the fat shot card (FIG. 3D) reduces a full and ¾ shot by 50 yards, and a chip shot by 30 yards. The skulled shot card (FIG. 3E) adds 40 yards and applies to a lob wedge through a 6 iron.

The wind card (FIG. 3C) penalizes either distance or deviation according to a die roll after the shot is completed. Specifically, the wind card adds or reduces a shot up to 20 or 30 yards, or moves it right or left by up to 2 squares, depending on the roll of a die. The die is rolled after the shot is completed to determine which penalty should be applied.

According to one embodiment, flog cards are optional, and may be randomly dealt to the player prior to start of the game along with an assortment of other cards, and/or blindly drawn from a draw pile during the game. If in use, flog cards may be played on an opponent to affect the opponent's shot, or be played to affect one's own shot. According to one embodiment, flog cards are used once and then removed.

FIGS. 4A-4D are illustrations of different zone cards that depict particular good fortunes that the player may encounter due to the player being “in the zone.” Exemplary zone cards include an Ace of Yards (FIG. 4A) which adjusts a completed shot distance by plus or minus 30 yards, a King of Control (FIG. 4B) which adjusts a completed shot deviation by plus or minus 30 yards, a Queen of Irons (FIG. 4C) which adjusts a completed iron shot by plus or minus 30 yards, and a Jack of shots (FIG. 4D) which nullifies hazards and predicaments (e.g. landing in the trees, sand, partial water, lost balls, and the like).

According to one embodiment of the invention, zone cards are optional, and may be randomly dealt to a player prior to start of the game along with an assortment of other cards, and/or blindly drawn from a draw pile during the game. If in use, zone cards may be played to improve one's own game. According to one embodiment, zone cards are used once and then removed.

FIGS. 5A-5C are illustrations of different improvement cards that may be used to adjust one's die rolls to eliminate worst-case scenarios. Exemplary improvement cards include a practice card (FIG. 5A) which improves a distance or deviation roll by plus or minus 1, 2, or 3, lessons card (FIG. 5B) which improves a distance or deviation roll by plus or minus 1 or 2, and new clubs card (FIG. 5C) which improves a distance or deviation roll by plus or minus 1. Other improvement cards may also be included, such as, for example, luck, new balls, new shoes, new equipment, focus, commitment, magic, and the like.

According to one embodiment, improvement cards are optional, and may be randomly dealt to the player prior to start of the game along with an assortment of other cards, and/or blindly drawn from a draw pile during the game. If in use, improvement cards may effectively eliminate a player's worst rolls and benefit mediocre rolls. Strategic use of the improvements may thus turn the odds of hitting a better shot in favor of the player. According to one embodiment, improvement cards are used once and then removed.

FIGS. 6-9 are illustrations of miscellaneous cards that may be used during the game according to one embodiment of the invention. FIG. 6 illustrates a hazards and predicaments card available to any player for determining a consequence for having landed on a hazard or penalty square. According to one embodiment, a die is rolled for determining the extent of the penalty for having landed on a particular hazard or penalty square. FIG. 7 illustrates a board symbols card providing quick reference to a player as to the various symbols on the board 10. FIG. 8 illustrates a mulligan card that may be dealt to a player or drawn from a draw pile. The mulligan card may be used to replay one's shot with the same club.

FIG. 9 is an illustration of a putter card according to one embodiment of the invention. The putter card is available to all players who land on the green 28 (FIG. 1B). The card includes a table 400 that indicates the number of putts 402 for each of eight possible die rolls 404 for the different tiers 406. As described above with reference to FIG. 1B, the green 28 is divided into a first tier which is closest to the pin 34, a second tier which is closer to the pin 32, and a third tier which is farthest to the pin 30. Upon landing on one of the three tiers on the green, in that same turn, the player rolls a die and consults the chart 400 to determine the number of putts 402. The closer the ball is to the pin, the greater the chances of making a one-putt. As indicated in the chart 400, landing in the first tier gives the player a 1:2 chance of a one-putt, landing in the second tier gives the player a 1:4 chance, and landing in the third tier gives the player a 1:8 chance. Thus, as in the real game of golf, landing close to the pin increases a player's chance of scoring well.

FIG. 10 is an illustration of an aiming marker 450 used for aiming a shot according to one embodiment of the invention. The aiming marker includes a direction pointer 452, a slice indicia 454, and a hook indicia 456. Aiming is achieved by placing the aiming marker 450 down the fairway 14 on a square with the arrow on the marker pointing down a particular grid channel toward the player.

FIG. 11 is an illustration of a portion of the board 10 that depicts various grid/aiming channels 500 that may be pointed by the aiming marker 450 according to one embodiment of the invention. In the illustrated embodiment, the aiming marker points to the aiming channel marked by the number “2.” The player may select one of five aiming channels prior to taking a shot. That is, except for when the player is teeing off, he may aim up to five squares right or left of their present position, and as may squares down the fairway as desired. When teeing off, the player stays within the indicated aiming channels. Distance is then measured down the aiming channel that is selected by the aiming pointer. Once the distance is counted off and the player's marking piece moved, the deviation is then measured from that ending point. The player's marking piece is then moved to the left for a hook (negative deviation), or to the right for a slice (positive deviation), by the number of squares indicated on the deviation measurement table.

I. Flog Play Mode

According to one embodiment of the invention, the golf board game is played in the flog play mode according to the following rules. Generally speaking, in the flog play mode, players take turns drawing, playing, or discarding cards to hit, impede an opponent's shot, or perfect their own shots and complete the course first. The players do not hold all 13 clubs. Rather, they only hold the clubs that are dealt to them, or that may be drawn from a draw pile.

A. Initial Play Sequence

Prior to start of the game, the putter and hazards and predicaments cards are removed and set aside. Six cards from the remaining 77 cards which include 44 club cards, 15 flog cards, 12 improvement cards, 4 zones cards, and 1 optional mulligan card, are dealt face down to each player. The cards remaining after the cards are dealt are set as a draw pile.

The first player (determined by roll of the die) draws a seventh card from the draw pile and play begins. In making his play, the player considers which card to play. In doing so, he may analyze the course and determine the yardage needed to reach his intended target. The player may also analyze his present situation, such as the terrain in which the ball is currently located, the club cards that he has on hand to make a shot, if any, whether any flog cards have been played against him, and the like.

If the player decides to take a shot, he selects a particular club card to be used for the shot. If the player has no club cards available or decides not to hit, he may play a flog card against his opponent, or an improvement or zone card on himself. If these options are not available, the player must discard one of the cards and end his turn with only 6 cards in his hand.

The player may not declare a club card and in the same turn play an improvement, zone, or flog card since the player must always finish a turn with six cards. Discarded cards are placed face down, but may be drawn blind by a next player.

According another embodiment of the invention, a player draws a seventh card, and if the player wants to hit, he declares his shot by laying down the club card that he has chosen. Then, without waiting, before the player hits, an opponent may immediately play a flog on the declared club card. That player then replenishes his hand immediately with a sixth card from the draw pile.

If the player wants to counter the disaster card with an improvement card, he may do so immediately without waiting. The player may then replenish his hand from the draw pile with a sixth card. The player may then hit the shot with no further waiting, make the adjustments, and complete the shot.

Optionally, rather than dealing and drawing improvement, flog, zone, and mullie cards, these may be gathered, shuffled separately, and set as a second draw pile. Players then select and declare their club. Prior to hitting and before aiming, the player who has declared draws a card from the second draw pile. If he draws an improvement card, he hits his shot and makes the adjustment to his roll as dictated by the improvement card. If he draws a flog card, he hits and applies the consequence of the flog to his shot. If he draws a zone card, he hits and applies the consequence of the zone card after his shot is completed. If he draws a mullie card, he may rehit with the same club if desired. This method of play eliminates having to play disaster cards on your friends, rather than allowing chance to do it randomly.

B. Choosing a Club

After determining the yardage and observing his hand, a player chooses a club card. Because the player may only use the clubs that he is dealt, he may not always hold the ideal club for each shot. In the flog game mode, however, there is always more than one club to tee off with, and many ways to reach the hole. The most skillful use of the variety of clubs and swings will score the lowest.

Before a player chooses a club, if he is in partial water (part water and part land regardless of percentage), or in or behind the trees, a die is rolled before selecting a club and the hazards and predicaments card is consulted. If the ball has landed in partial water, the die is rolled to determine whether the ball is on a dry or wet portion. If the die roll indicates that the player is “dry,” he hits normally from the kind of terrain the water shares. If the player is “wet” or completely in the water, the player “drops” and takes a one-stroke penalty. All partial water wet shots “dropped” are hit from the same square. On a wet shot, the player drops on the same line he went in on, on the tee-side of the water.

Trees create two types of effects. First, if the player is in a square more than 50% tree, the player is deemed to be in the trees. If the player is directly behind a tree (with tree between the player and the green), the player is deemed to be behind the tree. In either scenario, the player rolls a die to determine whether he is clear (clr), blocked (blk), or is to chip out (chp). If the player is to chip out, he may only choose a club that includes a chip swing type, that is, the log wedge through 6 iron.

If the player is in a deep rough, he may not use the driver card through the 5 iron card. Furthermore, the player may only hit a driver from the tee or in the fairway.

C. Declaring the Shot

After a player has selected his club, he plays it on the table. This is referred to as “declaring” a shot. The player may or may not also declare a swing type at this time. According to one embodiment, the player, however, does not hit on this turn. This gives other players the opportunity to play a flog card against the declaring player before the declaring player hits. If a flog card is played, the declaring player may then play an improvement card on his own shot. Play then passes on.

D. Improving Your Shot Before You Hit

In order to improve one's odds of hitting straighter or farther, a player may play on himself any of the improvement cards that he has on hand, such as, for example, a practice, lesson, or new clubs card. The improvement card may be played before or after declaring a shot.

Under the standard rules, a player may not compound two improvement cards to improve both distance and deviation. The player decides which he will improve after rolling the distance and deviation dice. Improvement cards are played for one turn and then removed.

E. Flogging Your Opponents Shot

A flog card may be played on your opponent before or after a club card is declared by the playing flogging. There is a hidden penalty to playing a flog card in that the player sacrifices his own chance to declare a club or play an improvement card on himself. Thus, playing a flog card requires careful thought. The player may still hit in the same turn after flogging an opponent as long as a club card has been declared on a previous turn.

Sliced shot and hooked shot cards include deviation tables that replace the deviation tables on the club cards, and may be adjusted by improvement cards. Fat shots and skulled shots are improved by improving an initial distance. Only one flog card is played on an opponent at a time. Flog cards are in play for one turn and then removed.

F. Teeing

Prior to teeing-off, the player chooses one of the predefined aiming channels down which to hit, and sets an aiming marker to point to the selected aiming channel. The player may aim in the left channel if dealing with a slice card, or aim in the far right channel if dealing with a hook. The player's tee shot is not contemplated to be less than 100 yds on Pars 4 and 5, or less than 50 yards on Par 3s.

G. Using the Aiming Marker

On any other shot than teeing, the player may aim across a fairly wide portion of the fairway by placing the aiming marker up to five squares right or left of the current position, and any number of squares down the chosen line as described in conjunction with FIGS. 10-11. The player may aim in any direction, even across the fairway when, for example, chipping out of the trees. Despite the direction in which the player is aiming, as long as the direction pointer 452 is pointing towards the player, the slice and hook indicia 454, 456 on the aiming marker clearly indicate which side is slice, and which is hook.

According to one embodiment, any tree shot that is blocked may be aimed through (or over) the trees themselves as long as the aimed line does not go over the green's first tier. Chips may be aimed through the trees.

H. Making The Shot

The player makes a shot by rolling a distance die and a deviation die simultaneously. The distance and deviation dice are each capable of randomly indicating a number ranging, for example, from 1 to 8. A person of skilled in the art should recognize that other random number generators may also be used instead of a die.

The rolled numbers may be adjusted if an improvement card has been played. For example, the new clubs card allows the player to adjust his roll by plus or minus 1, the lessons card allows the player to adjust his roll by up to plus or minus 2, and the practice card allows the player to adjust his roll by up to plus or minus 3. This effectively allows you to eliminate worst-case scenarios by controlling your shots for either distance or deviation to pull off a more nearly perfect shot. All adjustments are the player's choice, and need not be used if it will not improve the player's shot.

Based on the rolled and/or adjusted numbers, the distance and deviation measurements are respectively read from the chart on the club card that is being hit.

I. Reading Card Tables

According to one embodiment of the invention, distance increases as the die roll number increases. Card table distance statistics are calibrated to give greater odds of hitting at least one distance. For example, a Driver gives two chances out of eight to hit 260 yards and only one in eight for all other yardages. A Pitching Wedge, however will give two results of 90 yards and two at 70. Although all clubs can hit with little or no deviation, longer clubs have much greater deviations, medium and short irons have less, and chips have the least.

J. Moving the Pieces

After roll calculations are made, the yardages are obtained from the club card table, and a game piece associated with the player traveled down the aiming channel selected by the aiming marker, and yards counted off by either single squares or by using the specially colored yardage markers 52 a, 52 b, 52 c on the board. If the grid ends before the full die count for yardage or deviation has been taken, the ball comes to rest on that square and goes no further. Balls may be hit into adjoining fairways when a continuous grid connects the fairways. After the distance is counted off, the deviation is then applied finishing the ball's flight.

K. Bonus and Penalty Squares

After the distance and deviation calculations are made, the player may find his ball landing on a penalty or reward square, such as, for example, a free turn square, an up-and-down square, a lost ball square, a one-putt square, a two-putt square, or a roll or bounce arrow. Appropriate rewards or penalties are given according to the penalty or reward square in which the player has landed.

L. Hazards and Predicaments

The player may also find himself in a particular hazard or predicament, such as, for example, in deep rough, in a sand trap, in the trees, behind a tree, or in partial water. A determined distance is reduced if the player has landed in a deep rough or sand trap. Thus, a normal shot is completed first according to normal distance and deviation tables, and then the hazard and predicament table is consulted to determine if the distance needs to be adjusted. According to one embodiment, the penalties imposed by the hazard and predicaments card may not be remedied.

M. After Shot Zone Adjustments and the Mullie

One of the four zone cards such as, for example, the Ace of Yards, the King of Control, the Queen of Irons, or the Jack of Shots may be played in the same turn at the conclusion of any shot in addition to any improvements already played and the correction applied to the ball. Playing the mulligan card allows the player to rehit the same shot with the same club immediately after hitting the initial shot. Another card must be drawn after playing a zone or mullie card so that the player finishes his turn with six cards in his hand. Zone and mullie cards are played for one shot and then removed.

N. On and Near the Green

If a shot lands on the green 1 square right or left but is pin high (plus or minus 1 deviation), it is still in the first tier. If the shot lands on the pin, it is an automatic one putt. If, after landing on the pin, the player throws a “1” die roll, it becomes a chip in or in “on the fly”. Furthermore, landing on a one-putt symbol 40 is an automatic one-putt, and landing on a two-putt symbol 42 is an automatic two-putt.

O. After Shot Mechanics

Clubs are declared and hit once and then removed. After completing a shot, all shot cards are gathered and put out of play into a discard pile. Stacking played cards upside down and alternately in a pile keeps them from being accidentally replayed and can be used later, if needed, to recount a player's strokes.

P. After the Draw Pile is Exhausted

Play stops when the draw pile is exhausted. Club cards still in play on the table remain, but improvement, flog and zone cards are removed along with all discarded or piled shot cards from each player, and are gathered together and shuffled. Each player may keep up to 3 cards or discard all cards from his hand. The dealer must be sure each player ends up with six cards. The game begins as before with the player to the right of the one who drew last drawing and playing first.

Q. Ending the Game

When one player has completed the ninth hole, the game stops. All players on the ninth hole are assessed a bogey for that hole or one stroke over the finisher's score, whichever is higher. Players that have not started the ninth hole are assessed double bogeys for any other holes not completed. Scores are then tallied and the winner is determined.

II. Flog Golf Play Mode

Flog golf play mode is a simplified playing mode where each player is given a full set of club cards. The player then selects the best club to play based on his analysis of the course.

In flog golf, use of improvement, zone, or flog cards are optional. If these are to be used, they may be shuffled together and set down as a draw pile. Each player draws a card before making a shot, either improving or flogging their own shot according to chance.

The improvement, zone, and flog cards may also be shuffled and dealt face down. If only two players are playing, half of the improvement cards and half the flog cards may be removed, keeping the mulligan card and the zone cards intact. The players then receive a random assortment of helpful (for oneself) and not so helpful cards to play on one's opponent. The cards may be used when needed at any time just before one hits, or before another player hits. The improvement, zone, and flog cards are played for one turn and then removed. The game may also be played with just improvement and no flog cards.

In flog golf play mode, the player need not declare and wait for a turn to return to him before making a shot. The player may hit immediately after declaring his club. In the case where there player declares a club card and an opponent plays a flog card on the declared club, the player may counter with an improvement card. Each player, starting with the flog player, then replenishes his hand to six cards before hitting. If a player hits and then elects to play a zone from his hand after the shot, he may do so. He must replenish his hand to six cards again after making the zone card adjustment.

Optionally, in the flog golf play mode, the improvement, flog, zone, and mullie cards, may be gathered, shuffled separately, and set as a draw pile. Players then select and declare their club. Prior to hitting and before aiming, the player who has declared draws a card from the draw pile. If he draws an improvement card, he hits his shot and makes the adjustment to his roll as dictated by the improvement card. If he draws a flog card, he hits and applies the consequence of the flog to his shot. If he draws a zone card, he hits and applies the consequence of the zone card after his shot is completed. If he draws a mullie card, he may rehit with the same club if desired.

The game ends when all players finish normally, or may end as described in the flog play mode. Scores are then tallied and the winner is determined.

III. Advanced Play

A. Additional Calculations

For those wishing to increase realism, any shot from the fairway to the green would “spin” back 1 square, and shots from rough or deep rough to the green would roll 1 square further than the rolled card table distance.

Shots may also be made much more precise by compounding improvement cards to adjust for both distance and deviation. In advanced play a player may have any combination of improvement cards in play such as, for example, a zone card and a practice card or two practice cards.

B. Games for Four

Thirteen extra cards (one of each club and three improvement cards) are added to the current stack of cards when playing with four players.

Partner play resembles normal two to four person play in flog and flog golf except that partners can play any cards including club cards, improvement cards, and flog cards, on each other at any time. In flog golf there are no conditions on playing these cards. In flog, however, a player sacrifices his own chance to declare or improve his own shot when helping his partner. For example, in the case where a club card is played on his partner, a complete turn is given up before the recipient of the card may hit, just as if he had declared the club himself.

The players may “scramble” and use the best shot of either one of the two partners, allowing both partners to hit from the best shot location. In this case, if one partner reaches the green and putts out, the other partner may pick up and move his piece to the next tee regardless of his position. He may also elect to finish the hole if his partner's score was not very good. The already finished partner may draw and declare for the next hole but must wait for his partner to finish before hitting.

Alternatively, the players may each hit their own shots all the way to the hole and tally only the best score for each hole. The advanced player must wait for his partner. A player may elect to pick-up and move on if his partner has scored well. These games reflect similar games in the real game of golf.

Although this invention has been described in certain specific embodiments, those skilled in the art will have no difficulty devising variations to the described embodiment which in no way depart from the scope and spirit of the present invention. Moreover, to those skilled in the various arts, the invention itself herein will suggest solutions to other tasks and adaptations for other applications. It is the applicants intention to cover by claims all such uses of the invention and those changes and modifications which could be made to the embodiments of the invention herein chosen for the purpose of disclosure without departing from the spirit and scope of the invention. Thus, the present embodiments of the invention should be considered in all respects as illustrative and not restrictive. 

1. A golf board game comprising: a playing surface depicting a golf course; a plurality of club cards, each club card being associated with a particular type of golf club and indicating a plurality of distance measurements and a plurality of deviation measurements; a first random number generator for generating a first random number and identifying one of the plurality of distance measurements indicated on a selected club card based on the generated first random number; a second random number generator for generating a second random number and identifying one of the plurality of deviation measurements indicated on the selected club card based on the generated second random number; and a game piece associated with a player, the game piece being moved and positioned on the playing surface in accordance with the identified distance and deviation measurements.
 2. The golf board game of claim 1, wherein the playing surface depicts a grid of squares superimposed on at least a portion of the playing surface, wherein each square represents a particular distance amount, and wherein the game piece is moved and positioned on one of the squares based on the distance and deviation measurements.
 3. The golf board game of claim 2, wherein the playing surface includes a golf green visually depicting a first tier associated with a first set of squares, a second tier associated with a second set of squares, and a third tier associated with a third set of squares, wherein the game piece being positioned on the first tier gives the player a first type of odds of a one-putt, the game piece being positioned on the second tier gives the player a second type of odds of a one-putt, and the game piece being positioned on the third tier gives the player a third type of odds of a one-putt.
 4. The golf board game of claim 2 further comprising an aiming device adapted to select a grid channel relative to a current position of the game piece, wherein the distance is measured down the selected grid channel and the deviation is measured from an ending distance position.
 5. The golf board game of claim 1, wherein each club card further indicates a plurality of swing types, each swing type being associated with a different range of distance and deviation measurements.
 6. The golf board game of claim 5, wherein the range of distance and deviation measurements for the plurality of swing types are visually distinguished from one another.
 7. The golf board game of claim 1 further comprising a plurality of improvement cards, each improvement card depicting an event or a device applied in a real game of golf for improving a shot.
 8. The golf board game of claim 7, wherein each improvement card indicates an amount by which the generated first or second random number is changed.
 9. The golf board game of claim 1 further comprising a plurality of zone cards, each zone card depicting a good fortune encountered during a real game of golf for improving a shot.
 10. The golf board game of claim 9, wherein each zone card indicates an amount by which the identified distance or deviation measurement is changed.
 11. The golf board game of claim 1 further comprising a plurality of flog cards, each flog card depicting a misfortune encountered during a real game of golf.
 12. The golf board game of claim 11, wherein each flog card indicates an amount by which the identified distance or deviation measurement is modified.
 13. The golf board game of claim 1 further comprising a hazards and predicaments card indicating a plurality of terrains depicted on the playing surface, wherein for each of the plurality of terrains, the hazards and predicaments card indicates a consequence for landing on the terrain.
 14. A method for playing a golf board game with two or more players, the golf game including a playing surface depicting a golf course, a stack of game cards, and a game piece associated with a player, the method comprising: dealing a first set of cards from the stack of game cards to a first player, the first set of cards including a club card associated with a particular type of golf club and indicating a plurality of distance measurements and a plurality of deviation measurements; dealing a second set of cards from the stack of game cards to a second player; declaring by the first player the club card to be played; randomly generating, by the first player, a first and second number; identifying for the first player one of the plurality of distance measurements indicated on the selected club card based on the generated first random number; identifying for the first player one of the plurality of deviation measurements indicated on the selected club card based on the generated second random number; and moving and positioning the game piece on the playing surface in accordance with the identified distance and deviation measurements.
 15. The method of claim 14, wherein the second set of cards includes a flog card, the flog card depicting a particular misfortune encountered during a real game of golf, the method further comprising: selecting by the second player the flog card from the second set of cards; applying the flog card to the first player; and modifying the distance or deviation measurement identified for the first player by an amount indicated on the flog card.
 16. The method of claim 15, wherein the first set of cards includes an improvement card, the improvement card depicting an event or a device applied in a real game of golf for improving a shot, the method further comprising: selecting by the first player the improvement card from the first set of cards; and modifying the generated first or second random number by an amount indicated by the selected improvement card.
 17. The method of claim 16, wherein the improvement card improves a shot modified by the flog card.
 18. The method of claim 14, wherein the first set of cards includes a zone card, the zone card depicting a particular good fortune encountered during a real game of golf, the method further comprising: selecting by the first player the zone card from the first set of cards; and modifying the distance or deviation measurement identified for the first player by an amount indicated on the zone card.
 19. The method of claim 14, wherein the playing surface depicts a grid of squares superimposed on at least a portion of the playing surface, the method further comprising: selecting a particular grid channel relative to a current position of the game piece; and placing an aiming marker on the grid channel, wherein the distance is measured down the selected grid channel and the deviation is measured from an ending distance position.
 20. The method of claim 14, wherein the club card further indicates a plurality of swing types, each swing type being associated with a different range of distance and deviation measurements, the method further comprising: declaring by the first player a particular swing type indicated on the club card; and identifying one of the plurality of distance and deviation measurements associated with the declared swing type based on the generated first and second random numbers. 